Recreating Justice League's Knightmare Batman With ZBrush & 3D Painter

Character Artist Kevin Casanada discussed with us his cinematic-style take on Knightmare Batman from Zack Snyder's Justice League with ZBrush and Substance 3D Painter, explaining the coat modeling Marvelous Designer to Maya pipeline and sharing some valuable advice for beginner character artists.

Kevin Casanada is a freelance 3D Character Artist with 3 years of experience. He discovered 3D art when he was young and started with ZBrush, falling in love with sculpting 3D characters in particular.

During his career, Kevin worked for such clients as Axis Studios, Marvel, and Blizzard Entertainment, doing mainly stylized, yet high-quality character 3D models for video game trailers, and more recently some realistic stuff. Kevin's main goal right now is to focus on creating detailed realistic characters to diversify a bit, and in his personal projects, he especially loves to render them with a cinematographic approach and push his creative work really far away from the usual. This forces Kevin to maintain high-quality animation-ready meshes to keep low render times and rigging possibilities for animation while demonstrating a good understanding of the whole CGI animated content creation pipeline.

To learn more about Kevin's new project, a 3D character model recreation of the Knightmare Batman from Zack Snyder's Justice League, we reached out to the artist himself, who kindly walked us through the project, sharing the workflow behind sculpting the clothes and texturing and rendering tricks to achieve a cinematic look.

When asked about the inspiration behind the Knightmare Batman, Kevin shared, that a lot of his inspiration and ideas come after watching great movies that get him excited and drive to create something more or less directly related to it. 

"The whole idea for this project started after watching The Batman directed by Matt Reeves, and also Zack Snyder's director's cut version of Justice League. I really loved Ben Affleck's take on Batman, and I really liked this kind of lonely, fallen version of Batman, the Knightmare Batman, where he evolves in a post-apocalyptic desert environment. And at the same time, I loved the really artistic-cinematographic approach for The Batman, which gives it a really dark, serious vibe.

For the references, I mainly used some of the movie screenshots and behind-the-scenes photos to create the model accurately. For the face itself, I take all the photos of the actor with the most neutral face possible in all the angles I can find."

As for the approach to creating a character, Kevin explained, that he always starts with a blockout of the proportions and tries to place every object or part of the character in this first sculpt.

"This way I can 'sketch' the whole character and I start to define the silhouette. It's really a silhouette job, and at this stage, I don't even do some objects that don't affect the shape of the silhouette, like the gauntlet straps, the knee pads, the glasses, and things like that.

When it's done and I think the proportions are right, I start to define each object more and push each part to its best, depending on its importance. I also start to add objects that I skipped in the silhouette stage, then I polish objects according to the importance I give them.

For example, for this character, I focused more on the face, the hands, and the bust."

"For the face and body of my animation-ready characters, to speed up the production of multiple characters using the same topology, I use a specific workflow that consists of sculpting a head or body from a random primitive or base mesh and then projecting the correct topology using the ZWrap plugin for ZBrush. This allows me to reuse color maps, displacement maps, hair and fur, and even rigging across all my characters."

Moving on to the outfit, we asked Kevin to share the process behind modeling the coat and Batman costume, along with smaller details and accessories. Kevin revealed, that for things like clothing, outfits, or bandages, basically anything that needs to be folded, he prefers to use either Marvelous Designer or ZBrush cloth brushes, or a mix of the two.

"First, I used Marvelous Designer to quickly create a base for the coat, balaclava, trousers, and gauntlet bandages. Unfortunately, I find Marvelous Designer rather poor at handling topology, UVs, or even cloth thickness, so this has to be done outside the software."

"I then import these meshes into Maya with already nice proportions and folds to create a clean topology and UVs using Derrick Sesson's Marvelous Designer Retopology Toolkit for Maya, which is a great and useful tool for this kind of workflow.

Finally, I could import this clean mesh into ZBrush, where I would start to give it a thickness and add detail to create a displacement map for the shading."

Kevin said, that he tries his best to model characters with the the cleanest topology possible so that way he can work on the projects faster and skip the retopology part, which he personally doesn't like at all.

"This workflow basically works for all hard surface parts. I used to model my hard surface objects in Maya and then import them back into ZBrush for detailing and polishing, but nowadays I prefer to create everything from scratch in ZBrush using ZModeler, which is a great tool for these types of tasks."

"For more organic modeling, I like to sculpt the objects using DynaMesh in ZBrush, and then I can remesh them using the ZRemesher algorithm, which is quite easy to manipulate and gives very good results. When my modeling is done, the subtools are ready to be exported as .fbx and sent to Maya for UV unwrapping.

From there, I assign different materials to the different groups of objects or groups of materials of the asset. This way I import the mesh into Substance 3D Painter, and the shading groups are imported as texture sets, which makes it easier to manage for large assets like this."

Moving on to the texturing, Kevin revealed, that for this particular character, skin shading was pretty straightforward because we only see the eyes and mouth parts of the face, so there was no need to worry about the rest of the face at all.

"Skin shading is pretty simple, it is done using Texturing.xyz pores and color maps that are projected onto my custom topology and that I can reuse for all my characters. This way I can use one of the maps, or a mixture of maps, as a base and then add custom layers and wear of all sorts like dirt, blood, sweat, makeup, or whatever."

"As for the shading itself, I'm using a combination of multiple maps that are driving a basic AiStandardSurface shader. Here is a sneak peek of them."

"The displacement map exported from ZBrush is driving the displacement, and a MicroSkin bump map is added as well to enhance the porosity of the human skin."

"For me, a lot of the believability of a realistic character skin like this actually comes from the hair and fur that goes on top of the skin. I use Yeti for Maya. Thanks to its nodal workflow it's very versatile and useful for characters and stuff like beard, hair, or peachfuzz."

"For the rest of the texturing and shading on the character, I used simple Substance 3D Painter Layering. I add a lot of wear and stains to enhance the realistic approach for materials. But the principle is just a simple PBR workflow."

To create the cinematographic scene and renders Kevin likes the most, he used a quick rig made with Advanced Skeleton. It allowed him to put Knightmare Batman in any pose or frame and even change his facial expressions.

"I'm using the Maya and Arnold combination for most of my renders, and I'm using Nuke for compositing. The lighting setup inside of my scenes is actually pretty simple. Most of the time, I'm using an HDRI environment to get some detailed reflections and shadows, and I'm adding some more lighting to simulate the sun, rim light, etc."

"Often the trick for me is to render fairly simple scenes in the 3D software and then do a lot of post-processing to 'degrade' the image and make it more believable. But you need to have a very good quality asset to make this work well.

Here is a little breakdown in Nuke to show the process from a raw render to a final image."

In conclusion, Kevin disclosed that the working time on this project was very uneven because he was doing it in his spare time and had to take a long break for personal reasons. But if he had to give a rough estimate, the Knightmare Batman project took between 1 and 2 months to make.

"I'd say the main challenge on this character was the overcoat because it's a strong piece that needed to have a nice drape, as well as a good silhouette. It's basically a piece of fabric that takes up the entire height of the character, so it has to look good for the whole character to look right. Also for me, clothes are one of the most difficult parts of CGI, and it was the first time I actually used this workflow for them."

Lastly, Kevin has shared some advice for beginner character artists, emphasizing the importance of mastering the basics, learning to display your work, and the value of gaining knowledge from online tutorials and references, now that everything is available online, you can learn pretty much anything:

"For beginner artists, I would say that having very strong knowledge about body anatomy, face anatomy, materials, and even the way clothes behave and look, are basic fundamentals that for me any character artist should have. When you have this strong foundation, you can then start to play and you can make whatever you want.

Finally, try to push your work as far as you can! I've seen too many amazing characters shown in a simple turntable that would look crazy good in some nice shots!"

Kevin Casanada, Character Artist

Interview conducted by Theodore McKenzie

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